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	<title>Comments on: Ask The GMs: Pacing Your Campaign</title>
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	<description>Expert tips and how-to&#039;s on every aspect of creating and running exceptional campaigns.</description>
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		<title>By: Anthony Beauchamp</title>
		<link>http://www.campaignmastery.com/blog/pacing-your-campaign/comment-page-1/#comment-752</link>
		<dc:creator>Anthony Beauchamp</dc:creator>
		<pubDate>Tue, 02 Jun 2009 22:40:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=551#comment-752</guid>
		<description>Thanks that helps alot!</description>
		<content:encoded><![CDATA[<p>Thanks that helps alot!</p>
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		<title>By: Mike</title>
		<link>http://www.campaignmastery.com/blog/pacing-your-campaign/comment-page-1/#comment-748</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Tue, 02 Jun 2009 05:28:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=551#comment-748</guid>
		<description>I don&#039;t blame you for being confused, Anthony. The rule books say one thing &quot;in principle&quot; and then do something else &quot;in practice&quot;. But in order to answer your question specificlly, we need to know what the CR of the Huge Mammoths. Even then, you will get multiple answers - an &quot;in principle&quot; answer, a &quot;by-the-book&quot; answer, and &quot;my answer&quot;.

It sounds like a fairly balanced encounter with respect to the PCs, based on the breakdown of who did what that you provide. So the answer &quot;in principle&quot; is 1/13th of what each character needs to go up a level, totalled and divided evenly amongst them.

The &quot;By-The-Book&quot; answer is to get the average level of the party (6+6+4+4+4+2+10=36; 36/7=5.14, so call it 5) and compare that with the table in the DMG that gives experience for an EL that is 2 higher than the CR of a single Huge Mammoth, divided equally amongst the 7 characters.

As for &quot;My Answer&quot;, I have a blog post scheduled for later this month that should answer that explicitly, and which may clear up you confusion once and for all, in which I do away with the XP table in the DMG completely and offer an alternative XP system!</description>
		<content:encoded><![CDATA[<p>I don&#8217;t blame you for being confused, Anthony. The rule books say one thing &#8220;in principle&#8221; and then do something else &#8220;in practice&#8221;. But in order to answer your question specificlly, we need to know what the CR of the Huge Mammoths. Even then, you will get multiple answers &#8211; an &#8220;in principle&#8221; answer, a &#8220;by-the-book&#8221; answer, and &#8220;my answer&#8221;.</p>
<p>It sounds like a fairly balanced encounter with respect to the PCs, based on the breakdown of who did what that you provide. So the answer &#8220;in principle&#8221; is 1/13th of what each character needs to go up a level, totalled and divided evenly amongst them.</p>
<p>The &#8220;By-The-Book&#8221; answer is to get the average level of the party (6+6+4+4+4+2+10=36; 36/7=5.14, so call it 5) and compare that with the table in the DMG that gives experience for an EL that is 2 higher than the CR of a single Huge Mammoth, divided equally amongst the 7 characters.</p>
<p>As for &#8220;My Answer&#8221;, I have a blog post scheduled for later this month that should answer that explicitly, and which may clear up you confusion once and for all, in which I do away with the XP table in the DMG completely and offer an alternative XP system!</p>
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		<title>By: Anthony Beauchamp</title>
		<link>http://www.campaignmastery.com/blog/pacing-your-campaign/comment-page-1/#comment-744</link>
		<dc:creator>Anthony Beauchamp</dc:creator>
		<pubDate>Mon, 01 Jun 2009 22:04:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=551#comment-744</guid>
		<description>Hey im still a little confused. My recent dungeon pitted 7 charcters together of variying levels. 2 level 6 chars, 3 level 4 chars, a level 2 char and a level 10 char acting as the guardian. The enimies thrown out were three Huge Mammoths with about 150 health each. The level 2 and 4&#039;s killed one, the two 6&#039;s killed another and the 10 soloed the third.  How much XP should have been given?</description>
		<content:encoded><![CDATA[<p>Hey im still a little confused. My recent dungeon pitted 7 charcters together of variying levels. 2 level 6 chars, 3 level 4 chars, a level 2 char and a level 10 char acting as the guardian. The enimies thrown out were three Huge Mammoths with about 150 health each. The level 2 and 4&#8242;s killed one, the two 6&#8242;s killed another and the 10 soloed the third.  How much XP should have been given?</p>
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		<title>By: Leonard Wilson</title>
		<link>http://www.campaignmastery.com/blog/pacing-your-campaign/comment-page-1/#comment-618</link>
		<dc:creator>Leonard Wilson</dc:creator>
		<pubDate>Mon, 20 Apr 2009 21:35:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=551#comment-618</guid>
		<description>One option not explored here yet is to pick a different RPG altogether. After all, you&#039;re still in the planning stages of the campaign and you&#039;re wanting to expose your players to a different gaming style. The specific problems you&#039;re facing are not native to every game system. In fact D&amp;D&#039;s rigid mechanical structure and emphasis on grinding through one tactical combat after another (with a specific experience reward due for each) make it one of the very worst games out there for the sort of pacing you want.

My personal recommendation for an epic exploration FRPG that could roll on and on without breaking the system or forcing you to take the game to an unrecognizable level would be &quot;d6 Fantasy&quot; by West End Games. Not only does it not try to impose it&#039;s own rigid pace on character growth, it neither forces that character growth into developing super powers nor force it down mathematical dead-ends -- a very rare combination in game design. It&#039;s got a lot of other selling points as well, but that&#039;s what makes it particularly appropriate for your needs.

Another option that you could use regardless of game system is to plan it as a multi-generational campaign, as pioneered in the &quot;Pendragon&quot; game. Basically, you force the years to pass and limit the number of adventuring opportunities, insisting that PCs take time out to have lives (largely offstage) instead of adventuring 24/7. Then you provide opportunities for developing families, and plan for the eventual retirement of the original adventurers when their heirs are able to step in, young and fresh.</description>
		<content:encoded><![CDATA[<p>One option not explored here yet is to pick a different RPG altogether. After all, you&#8217;re still in the planning stages of the campaign and you&#8217;re wanting to expose your players to a different gaming style. The specific problems you&#8217;re facing are not native to every game system. In fact D&amp;D&#8217;s rigid mechanical structure and emphasis on grinding through one tactical combat after another (with a specific experience reward due for each) make it one of the very worst games out there for the sort of pacing you want.</p>
<p>My personal recommendation for an epic exploration FRPG that could roll on and on without breaking the system or forcing you to take the game to an unrecognizable level would be &#8220;d6 Fantasy&#8221; by West End Games. Not only does it not try to impose it&#8217;s own rigid pace on character growth, it neither forces that character growth into developing super powers nor force it down mathematical dead-ends &#8212; a very rare combination in game design. It&#8217;s got a lot of other selling points as well, but that&#8217;s what makes it particularly appropriate for your needs.</p>
<p>Another option that you could use regardless of game system is to plan it as a multi-generational campaign, as pioneered in the &#8220;Pendragon&#8221; game. Basically, you force the years to pass and limit the number of adventuring opportunities, insisting that PCs take time out to have lives (largely offstage) instead of adventuring 24/7. Then you provide opportunities for developing families, and plan for the eventual retirement of the original adventurers when their heirs are able to step in, young and fresh.</p>
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		<title>By: Mike</title>
		<link>http://www.campaignmastery.com/blog/pacing-your-campaign/comment-page-1/#comment-603</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Mon, 13 Apr 2009 18:50:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=551#comment-603</guid>
		<description>@Robert: okay, that explains it. Good luck with your campaign. Even if you don&#039;t actually award the players XP you might want to keep private track of it just so that you have some awareness of where they would be under the normal rules purely for pacing control.

@Mike E: Thanks. I start with the central cast - in this case, Dwarves and Elves and Humans, purely because I wanted to set adventures in all three different realms. You then need to start the PCs in one area and have some plot-based reason that they can&#039;t ignore to move into one of the others. A war between two with the third party caught in the middle is always a useful base story (though by no means the only one). That then raises the question of why they would go to war and how can that information lead the PCs into still another area; the Drow immediatly suggested themselves, manupilative types that they are. The next thing has to be a way to lead the plotline from the Drow to somewhere else;
so far, the campaign has only explored the fringes of human society, and has only inferred the societies outside these realms (orcs and bugbears), so one of those is the obvious candidate. That&#039;s how I came up with it. Finally, I went back over the final plotline; I had started with 2 levels per realm, and had to adjust that somewhat to cover the levels of expected action based on what the plot had going on. The result is far more linear than those I personally run, where I might spend 4 or 5 levels establishing who the NPC players in the ultimate situation are going to be (using subplots for the most part), another 4-5 levels having them interact both with each other and with the party, each in accordance with their own agenda, and another 4-5 levels having the overt plotline establish itself through the synergies of these interactions. Whatever plots the PCs choose not to prioritise get resolved in those 4-5 levels, whichever ones they don&#039;t then become bigger problems as they&#039;ve had more time to mature, and more complex as the NPCs whose schemes have been interfered with meddle in the outcome (for their own benefit) or react to the PCs actions. These then come together for the big finish. Multiple overlapping and interacting plots and subplots, plus side-quests, all leading to a big finish, in other words. The nature of that big finish depends on what the PCs do and don&#039;t do; if there are six major plots and the PCs can only stop 5 of them, then the campaign has six possible big finishes, with the one that actually gets used being selected by what the PCs choose &lt;em&gt;not&lt;/em&gt; to do.

Another technique that I use to construct these is similar but not identical; sequential, overlapping plotlines. Levels 1-3 might be one plotline, with the key NPCs for plotline 2 being introduced through subplots. They then take centre stage for plotline 2 (levels 4-6) with the characters for plotline 3 appearing through subplots (if they havn&#039;t already), and so on.

That&#039;s where the concept of 250 encounters or so equals a campaign works to it&#039;s maximum advantage - the breakdown can be any division of those that&#039;s convenient. It gives a clear indication of the size of any dungeon that&#039;s involved, for example - if you only have 13 encounters allocated to a dungeoncrawl, then either it&#039;s very easy as dungeoncrawls go, or it&#039;s relatively small.

I also like to allocate 1-2 more levels to each stage than I think will actually be needed, and use character-derived subplots and side quests to fill in the gaps along the way; that helps tie the campaign and the characters together. That means that you can start with the same basic campaign structure and have the actual scenarios be different for two different gaming groups, because the player characters are different in each.</description>
		<content:encoded><![CDATA[<p>@Robert: okay, that explains it. Good luck with your campaign. Even if you don&#8217;t actually award the players XP you might want to keep private track of it just so that you have some awareness of where they would be under the normal rules purely for pacing control.</p>
<p>@Mike E: Thanks. I start with the central cast &#8211; in this case, Dwarves and Elves and Humans, purely because I wanted to set adventures in all three different realms. You then need to start the PCs in one area and have some plot-based reason that they can&#8217;t ignore to move into one of the others. A war between two with the third party caught in the middle is always a useful base story (though by no means the only one). That then raises the question of why they would go to war and how can that information lead the PCs into still another area; the Drow immediatly suggested themselves, manupilative types that they are. The next thing has to be a way to lead the plotline from the Drow to somewhere else;<br />
so far, the campaign has only explored the fringes of human society, and has only inferred the societies outside these realms (orcs and bugbears), so one of those is the obvious candidate. That&#8217;s how I came up with it. Finally, I went back over the final plotline; I had started with 2 levels per realm, and had to adjust that somewhat to cover the levels of expected action based on what the plot had going on. The result is far more linear than those I personally run, where I might spend 4 or 5 levels establishing who the NPC players in the ultimate situation are going to be (using subplots for the most part), another 4-5 levels having them interact both with each other and with the party, each in accordance with their own agenda, and another 4-5 levels having the overt plotline establish itself through the synergies of these interactions. Whatever plots the PCs choose not to prioritise get resolved in those 4-5 levels, whichever ones they don&#8217;t then become bigger problems as they&#8217;ve had more time to mature, and more complex as the NPCs whose schemes have been interfered with meddle in the outcome (for their own benefit) or react to the PCs actions. These then come together for the big finish. Multiple overlapping and interacting plots and subplots, plus side-quests, all leading to a big finish, in other words. The nature of that big finish depends on what the PCs do and don&#8217;t do; if there are six major plots and the PCs can only stop 5 of them, then the campaign has six possible big finishes, with the one that actually gets used being selected by what the PCs choose <em>not</em> to do.</p>
<p>Another technique that I use to construct these is similar but not identical; sequential, overlapping plotlines. Levels 1-3 might be one plotline, with the key NPCs for plotline 2 being introduced through subplots. They then take centre stage for plotline 2 (levels 4-6) with the characters for plotline 3 appearing through subplots (if they havn&#8217;t already), and so on.</p>
<p>That&#8217;s where the concept of 250 encounters or so equals a campaign works to it&#8217;s maximum advantage &#8211; the breakdown can be any division of those that&#8217;s convenient. It gives a clear indication of the size of any dungeon that&#8217;s involved, for example &#8211; if you only have 13 encounters allocated to a dungeoncrawl, then either it&#8217;s very easy as dungeoncrawls go, or it&#8217;s relatively small.</p>
<p>I also like to allocate 1-2 more levels to each stage than I think will actually be needed, and use character-derived subplots and side quests to fill in the gaps along the way; that helps tie the campaign and the characters together. That means that you can start with the same basic campaign structure and have the actual scenarios be different for two different gaming groups, because the player characters are different in each.</p>
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		<title>By: Mike E.</title>
		<link>http://www.campaignmastery.com/blog/pacing-your-campaign/comment-page-1/#comment-602</link>
		<dc:creator>Mike E.</dc:creator>
		<pubDate>Mon, 13 Apr 2009 15:50:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=551#comment-602</guid>
		<description>@ Mike:  That outline is pretty impressive for something on the fly.  How do you recommend brainstorming something like that and map it out?  This is something I really have to work on.  I tend to have an overall beginning, some middle point, and an end.  But the rest of the plot is all gray for me and I improvise or write it in response to the characters reactions.  Which I think is a strength, though I may be wrong, I&#039;m just looking for a way to &quot;flesh&quot; out things for, possibly, a more intricate plot.

I do have problems with pacing, but am constantly working on it and have developed a way to get around it.

I do as Ameron does, and just give the PC&#039;s levels when I feel it is time, and that helps with pacing quite a bit and my players like it that way..  

Thanks so much for all the wonderful ideas and feeback Mike and Johnn!</description>
		<content:encoded><![CDATA[<p>@ Mike:  That outline is pretty impressive for something on the fly.  How do you recommend brainstorming something like that and map it out?  This is something I really have to work on.  I tend to have an overall beginning, some middle point, and an end.  But the rest of the plot is all gray for me and I improvise or write it in response to the characters reactions.  Which I think is a strength, though I may be wrong, I&#8217;m just looking for a way to &#8220;flesh&#8221; out things for, possibly, a more intricate plot.</p>
<p>I do have problems with pacing, but am constantly working on it and have developed a way to get around it.</p>
<p>I do as Ameron does, and just give the PC&#8217;s levels when I feel it is time, and that helps with pacing quite a bit and my players like it that way..  </p>
<p>Thanks so much for all the wonderful ideas and feeback Mike and Johnn!</p>
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		<title>By: Robert</title>
		<link>http://www.campaignmastery.com/blog/pacing-your-campaign/comment-page-1/#comment-601</link>
		<dc:creator>Robert</dc:creator>
		<pubDate>Mon, 13 Apr 2009 14:48:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=551#comment-601</guid>
		<description>Ah, the bruised ego problem is no problem at all, as I am not seeking advice for the current campaign, but the campaign I am now planning and will be running when this one is done.  I just pointed out how the group is playing because I will be GMing this same group.  I know our current GM wants us to get out and see more of the world (and both me and my character would like that as well), but seems very accommodating to the majority of the players&#039; styles and has managed to keep the game fun.  Basically a personal goal for my campaign is to try to show them another style of play, and if I get the sense that they don&#039;t like it after 2-3 sessions then I guess I will be fully fleshing out one region!

That is a great idea Ameron.  Before my campaign starts I will ask my players how they would feel about that system.  I think I can balance out their lack of control over XP by handing out other rewards such as treasure, skill points or reputation.</description>
		<content:encoded><![CDATA[<p>Ah, the bruised ego problem is no problem at all, as I am not seeking advice for the current campaign, but the campaign I am now planning and will be running when this one is done.  I just pointed out how the group is playing because I will be GMing this same group.  I know our current GM wants us to get out and see more of the world (and both me and my character would like that as well), but seems very accommodating to the majority of the players&#8217; styles and has managed to keep the game fun.  Basically a personal goal for my campaign is to try to show them another style of play, and if I get the sense that they don&#8217;t like it after 2-3 sessions then I guess I will be fully fleshing out one region!</p>
<p>That is a great idea Ameron.  Before my campaign starts I will ask my players how they would feel about that system.  I think I can balance out their lack of control over XP by handing out other rewards such as treasure, skill points or reputation.</p>
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		<title>By: Mike</title>
		<link>http://www.campaignmastery.com/blog/pacing-your-campaign/comment-page-1/#comment-600</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Mon, 13 Apr 2009 14:12:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=551#comment-600</guid>
		<description>Thanks, Ameron. So far as XP is concerned, I can see the advantages to the system you employ, but a lot of players don&#039;t like to leave this question up to the referee, the want an impersonal measure of their achievements.

In terms of not skipping the slow parts, there is also potential for information overload to consider - taking things too slow frustrates the players and can make important plot points so slow to arrive that the overall plot is lost. It&#039;s a juggling act between the two, which is why some objective pacing mechanism is so useful. XP can be a tool for the GM to use to measure the pacing of his campaign, not just an inconvenience.</description>
		<content:encoded><![CDATA[<p>Thanks, Ameron. So far as XP is concerned, I can see the advantages to the system you employ, but a lot of players don&#8217;t like to leave this question up to the referee, the want an impersonal measure of their achievements.</p>
<p>In terms of not skipping the slow parts, there is also potential for information overload to consider &#8211; taking things too slow frustrates the players and can make important plot points so slow to arrive that the overall plot is lost. It&#8217;s a juggling act between the two, which is why some objective pacing mechanism is so useful. XP can be a tool for the GM to use to measure the pacing of his campaign, not just an inconvenience.</p>
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		<title>By: Ameron</title>
		<link>http://www.campaignmastery.com/blog/pacing-your-campaign/comment-page-1/#comment-599</link>
		<dc:creator>Ameron</dc:creator>
		<pubDate>Mon, 13 Apr 2009 12:40:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=551#comment-599</guid>
		<description>This is great feedback. Thanks, Mike and Johnn. I too have had issues with pacing. I think your article provides a lot of very detail options for this problem. We&#039;ve recently explored this idea on a much smaller scale and told DMs &lt;a href=&quot;http://dungeonsmaster.com/2009/03/dont-skip-the-slow-parts&quot;&gt;Don’t Skip the Slow Parts&lt;/a&gt;.

I particularly like your advice &quot;Don’t set interesting encounters/locations too close together.&quot; I know this is something that I&#039;ve taken great pains to remember as a DM.

As far as XP, I&#039;ve recently adopted the philosophy that the players only advance when I feel it&#039;s appropriate for the story. This eliminates the need for them to track XP and I can advance them as fast or as slow as I feel is necessary for the bigger story arc.

Good job, guys.

&lt;abbr&gt;&lt;em&gt;Ameron’s last blog post..&lt;a href=&quot;http://feedproxy.google.com/~r/DungeonsMaster/~3/97Z8GWji-Io/&quot;&gt;Reputation (Part 3)&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>This is great feedback. Thanks, Mike and Johnn. I too have had issues with pacing. I think your article provides a lot of very detail options for this problem. We&#8217;ve recently explored this idea on a much smaller scale and told DMs <a href="http://dungeonsmaster.com/2009/03/dont-skip-the-slow-parts">Don’t Skip the Slow Parts</a>.</p>
<p>I particularly like your advice &#8220;Don’t set interesting encounters/locations too close together.&#8221; I know this is something that I&#8217;ve taken great pains to remember as a DM.</p>
<p>As far as XP, I&#8217;ve recently adopted the philosophy that the players only advance when I feel it&#8217;s appropriate for the story. This eliminates the need for them to track XP and I can advance them as fast or as slow as I feel is necessary for the bigger story arc.</p>
<p>Good job, guys.</p>
<p><abbr><em>Ameron’s last blog post..<a href="http://feedproxy.google.com/~r/DungeonsMaster/~3/97Z8GWji-Io/">Reputation (Part 3)</a></em></abbr></p>
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		<title>By: Mike</title>
		<link>http://www.campaignmastery.com/blog/pacing-your-campaign/comment-page-1/#comment-597</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Mon, 13 Apr 2009 02:39:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=551#comment-597</guid>
		<description>Glad we were able to help. It&#039;s a problem that most GMs have to face, as was pointed out in our response; the video game mindset can make it worse, but I didn&#039;t want to accuse anyone of that without proof. As for not being clear about the system, that&#039;s OK; you provided enough information for me to figure it out.

The fact that you are a player in the campaign and not the GM raises some side-issues that you might want to consider carefully. Did you tell the GM that you were looking for help? Or will this come as a surprise to him or her? Taken one way, this can be seen as trying to help solve a problem with the campaign; taken another, it can be seen as criticism behind his back. The big difference between the two is whether or not this is a problem that the GM himself has already acknowledged. If that&#039;s not the case, then approach the subject delicately or you may have real-world bruised ego problems to deal with.

It&#039;s also worth pointing out that there is not necessarily anything wrong with the approach that he is taking; it&#039;s just that it is incompatable with the &quot;around the world in 20 levels&quot; objective.

These questions did not arise in our response because we had the impression that you were the GM, that being the usual interpretation of &quot;my campaign&quot; - there tends to be a 1-to-1 relationship between perceived ownership of the campaign and being the referee of that campaign. Just an FYI.</description>
		<content:encoded><![CDATA[<p>Glad we were able to help. It&#8217;s a problem that most GMs have to face, as was pointed out in our response; the video game mindset can make it worse, but I didn&#8217;t want to accuse anyone of that without proof. As for not being clear about the system, that&#8217;s OK; you provided enough information for me to figure it out.</p>
<p>The fact that you are a player in the campaign and not the GM raises some side-issues that you might want to consider carefully. Did you tell the GM that you were looking for help? Or will this come as a surprise to him or her? Taken one way, this can be seen as trying to help solve a problem with the campaign; taken another, it can be seen as criticism behind his back. The big difference between the two is whether or not this is a problem that the GM himself has already acknowledged. If that&#8217;s not the case, then approach the subject delicately or you may have real-world bruised ego problems to deal with.</p>
<p>It&#8217;s also worth pointing out that there is not necessarily anything wrong with the approach that he is taking; it&#8217;s just that it is incompatable with the &#8220;around the world in 20 levels&#8221; objective.</p>
<p>These questions did not arise in our response because we had the impression that you were the GM, that being the usual interpretation of &#8220;my campaign&#8221; &#8211; there tends to be a 1-to-1 relationship between perceived ownership of the campaign and being the referee of that campaign. Just an FYI.</p>
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